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Author Topic: (Old Post-Apocalypse thread).  (Read 219658 times)

TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« Reply #435 on: April 28, 2012, 03:49:27 pm »

If you do a 3x3 embark on a forest, you'll have 300+ scrap logs.
Yeah, assign two dudes to trapping and two dudes to alchemy (inventor's shop).

Guess whose modified raws do not have [UBIQUITOUS] on deathclaws. I think they should not be as common as iguanas and bloatflies. Might be that UBIQUITOUS overrides SAVAGE.
Hehe, deathclaw's description has the adjective "large" in it thrice.

Idea!  to be a complete jerk...we need some kind of mutant animal with an electric eel like ability...where they can unleash a huge current spike that paralyzes organics...and makes robots explode!
A "Charged mirelurk" that has electrical attack methinks. Paralyze limbs of humanoids (NOT lungs!) and necrosis-kill bodypart:CPU.
« Last Edit: April 28, 2012, 03:52:35 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Jeoshua

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Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« Reply #436 on: April 28, 2012, 06:08:17 pm »

Deathclaws shouldn't be [UBIQUITOUS], anyways.  In universe they're actually quite rare, and tend to... well... depopulate the areas around them quite severely.
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JediaKyrol

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Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« Reply #437 on: April 28, 2012, 06:14:49 pm »

I actually rarely see them...must be lucky as all get out.
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Pokon

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Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« Reply #438 on: April 28, 2012, 08:56:16 pm »

Deathclaws shouldn't be [UBIQUITOUS], anyways.  In universe they're actually quite rare, and tend to... well... depopulate the areas around them quite severely.


Yeah, if there is a nest around, others know about it and stay as far away as they can from it.

Tunnelers, on the other hand...

Quote
A "Charged mirelurk" that has electrical attack methinks. Paralyze limbs of humanoids (NOT lungs!) and necrosis-kill bodypart:CPU.

Huh, that would be interesting. If thats not getting put in, I might just make them along with Radsnappers (With all there metal-crushing glory) and Snakefish. (Which are exactly what they sound like: Nightstalkers but underwater!)
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MrDim

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Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« Reply #439 on: April 28, 2012, 09:54:54 pm »

Deathclaws shouldn't be [UBIQUITOUS], anyways.  In universe they're actually quite rare, and tend to... well... depopulate the areas around them quite severely.

Yeah like how they depopulated my wastelanders. Violently. With no remorse, let me draw you guys an image of what it looked like, come back later for my edit.

EDIT:

Here you go.

« Last Edit: April 28, 2012, 10:51:09 pm by MrDim »
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« Reply #440 on: April 29, 2012, 03:55:26 am »

I've never seen them on my embarks ever. But I will reduce their frequency/population if it's that big of a problem for you.

And UBIQUITOUS should not override savage. Are you sure there are not untamed wilds or the like biomes on your embarks?
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TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« Reply #441 on: April 29, 2012, 04:46:24 am »

the "you have struck stone!" can be fixed by fixing Sapphire's name to
[DISPLAY_COLOR:1:15:0][TILE:129][IS_GEM:sapphire:sapphires:OVERWRITE_SOLID] (has sap:saps:rubies)

I haven't seen many deathclaws in 10+ embarks.
If you up the crate chance to 10%, that means about 30% chance of a crate per haulful of scrap logs. If you want more crates, you should embark in a scrap-heavy area (= forest).
Or embark in desert, and alter one scrap give one of each crate.
« Last Edit: April 29, 2012, 05:55:15 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« Reply #442 on: April 29, 2012, 06:13:34 am »

Crates do not mean holodiscs per se, so 8-10% chance should be fine.

I've discovered the nature of "drinks[5]". Since I've renamed BEE_HONEY to "honey bee", the "make mead" reaction now does not know which liquid to take for honey, so it takes ANYTHING. Which turns any misc liquid into "drinks". I will fix it and release a new version soon.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.2) :: 29th April Patch
« Reply #443 on: April 29, 2012, 06:32:46 am »


1.2
- Robots now die when their CPU is damaged.
- Fixed "brew mead" reaction, no more unnamed drinks.
- Fixed "You have struck  stone!". Sapphire is named properly now.
- Raised chance of getting crates.
- Reduced deathclaw frequency, toned down their cluster size, removed UBIQUITOUS from them.
- Reworked xenomorphs and fixed a few errors they had. Xeno warriors are stronger now.
- A few minor fixes here and there.
- New robot Mr. Farmy, milkable for sailent paste, it also has a deadly spray (deadly for insects).
- Turn sailent paste to sailent green in the still (a drink).
- Turn sailent green into various plants in the chemistry lab.
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Bodyless

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Re: ☢ Post-Apocalypse ☢ (v.1.2) :: 29th April Patch
« Reply #444 on: April 29, 2012, 10:04:00 am »

I looked into the raws and saw that the assault rifle has less shoot_force and shoot_maxvel than the normal rifle.
Is this intended? because i dont like making my rifles weaker by "upgrading" them with bayonets.
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Mrhappyface

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Re: ☢ Post-Apocalypse ☢ (v.1.2) :: 29th April Patch
« Reply #445 on: April 29, 2012, 11:54:51 am »

There seems to be a weird glitch with burrows. My scrapyards are aboveground, so whenever a dust storm rolls in I tell them to get down below. But when I try using my inventor bench (underground) to unpack the crates after, it says that they're unavailable. Same goes for my gun forge trying to use gunpowder crates.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.2) :: 29th April Patch
« Reply #446 on: April 29, 2012, 12:51:33 pm »

It's not intended, Bodyless. It's a result of me tweaking the rifles and forgetting about assault rifles.

I also noticed that enclave members have no graphics. Open /raw/graphics/graphics_enclave.txt and change "enclave" in the string [CREATURE_GRAPHICS:enclave] to "enclave member".

I cannot say what's wrong with burrows because I rarely use them, but that's vanilla behavior.
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Bodyless

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Re: ☢ Post-Apocalypse ☢ (v.1.2) :: 29th April Patch
« Reply #447 on: April 29, 2012, 12:57:08 pm »

war robobrains also dont have graphics.

about the crates: try putting them nearer to the inventors bench.
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A Dwarven Smokeologist

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Re: ☢ Post-Apocalypse ☢ (v.1.2) :: 29th April Patch
« Reply #448 on: April 29, 2012, 01:02:36 pm »

I don't think anything is wrong with the burrows. His scrapyards are holding the crates that are not in his burrows and therefor can't be used. That's my guess anyways.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.2) :: 29th April Patch
« Reply #449 on: April 29, 2012, 01:04:01 pm »

Robobrains should have graphics, they are defined properly. Are only WAR versions without graphics? I can fix it quickly then.

I don't think anything is wrong with the burrows. His scrapyards are holding the crates that are not in his burrows and therefor can't be used. That's my guess anyways.
P.S. Holy shit, it's HIM in my thread :P. Hello, sir.
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